#╟⚒stalker2™-mods-making-discussion
1 messages · Page 10 of 1
Yea, Working on it
Try opening on the steam itself
Was this just updated? Are we being listened on 😄
Why's there an extra space line... pls fix.
Damn, it is A-life 2.0 in my language

Very nice, how did you do this?
What lang?
Turkish
Ah yeah they must have not updated Turkish steam page
oopsiee, i overdid it 
Bro horror is a blatant fucking lie
idk those tin cans are loud af and made me jump a few times
the extra space has been there since the change, they just forgor
"Immersive survival mechanics like hunger(little impact), Sleeping(goes away on its own never needing to sleep)

Yeah, wahts up, is sleeping bugged?
I have not slept once in game and I'm at 30 hours played
i dont think there is sleep need

Just wait for mods, nothing much to do but wait for now
the energy drink just gives stamina
how much time passes when sleeping? is it just night to day and day to night or a set amnt of hours
I got the sleep status effect, the tutorial told me that I had to sleep, and then it went away
I dont see it?
In Turkish
Less sleep = More weapon sway
More sleep = Less weapon sway
Just a random idea that first came to my mind, probaly not a good one.
Skips to next morning
I have to see how it was before
Pretty easy really, just added line "ItemGeneratorPrototypeSID = SimpleFoodGenerator" to the Flesh cfg. Ill see about new item generators next
We have both the advanced artifical thing and A-life 2.0 in turkish
yeah sleepy should be less accurate or something,
hmm, i ve had to sleep 2-3 times a day to pass an entire day before
so not sure if thats accurate
yeah that was some other bullet point
I got a message on the HUD saying I needed to sleep, along with a waning crescent moon icon, but it disappeared quickly and never showed up again.
maybe they scrapped it?
I was trying to reach the night to sneak in somewhere and it just skipped entirely the bloody thing so I assumed it went to morning directly
Has anyone else had the bug where the ||guy in the bed under the monolith member is floating?||
is it true, is gamma just the real stalker2 this whole time?
Stalker 3
Feel like they got scared of casuals getting overburdened by too many effects. Either ways i think mods can fairly easily add immersive sleep etc. If only they fix a-life, modders will pour their heart to make it a great game
Yup
That's a good point, kinda forgot there's no way to choose how long you want to sleep for compared to CoP huh? 🤔
honestly is gamma could somehow solve needind to load different maps i would just quit on stalker2
I don’t know, I don’t have a screenshot. It happened when I moved to the second area, in a stash inside a garage where there’s a cat-like creature trapped inside
I don't know if I'm not playing right or something, but Veteran run seems impossible to get any upgrade on your gear because of how little coupons you get for doing most of the game's content + Repair.
Any mod for this that doesn't break the balance of the game too bad but also doesn't mean fixing my low level armor is like 10 000 coupons?
yeah this happened to me too
Just enjoy it for now. Gamma is certainly a better experience, but its a different game altogether. Wait for S2 mods, in few weeks it should be good to play
i am only in for the new story hehe
at this point if you like "niche" gameplay (anything that is not casual) you sort of have to rely on mods
Me too
This release reminds me of Cyberpunk, but because the world is so empty there's few opportunities to see how buggy npc's are
Item incompatibility is raising quickly... We need to find a way to make same file modifications coexist
I've only seen them be pretty oblivious, and behave weirdly after reloads more so than when you first encounter them.
i want to like this game, i promise
I ran through the military base like 20 times while testing settings, so seen a bunch of NPC, mostly out of my interest too- I used to work on AI afterall.
Cyberpunk shadow at it again
derpy player shadows comes with stalker its a packaged deal
WE NEED GRONK!!!!!
will it even be possible with current systems to have an experience like og games with AI? like when stalkers wander across the entire map, or you meet the same ones much later, or find them dead? as far as i can tell fuck no
yes
well, from complaining there be mods!!
press X
It is uncertain as of now, from code review and data dumps I could maybe give you a mild yes
Has anyone made a mod to make artifacts visible and not just "appear" when you get basically right on top of them?
cold beep from further out and indicate the direction you need to head I guess
I swear in anomaly I can see them from much further out
definitely need a mod that tells you what ammo you switched too, like a text popup
That's because you need higher level detectors
Just get a better detector? You're expecting the basic echo detector to do the same as a bear or svarog?
Yeah, this is complaining about the worst detector having shit mechanics
it's crazy that it doesn't show this in the weapon wheel even
oh lol maybe I'm just being dumb mb
it shows the icon of the ammo, so if you can tell what the ammo vs AP is, you can tell
Oooo I like this. Ammo box images also need to be much more distinct.
Check the color on the ammo box, the white is the basic round, the black is the AP version
Im playing no hud so the only way i can tell is if i unload /reload in my inv
yeah i "check" my mags by opening the weapon wheel, janky but it keeps my screen clearer
Haven't seen it created but I've seen variables related to it, so it might be possible and easy to create
Bloody hell about time and that wasn't even the gamelite folder
appreciate all the work
Faster than light 
Almost 9 hours waiting 
And I'm still missing content out of _stalker2 
But now the BP_L_Flashlight_01 opens without any bickering in UAssetGUI, so that's really good progress
I think we might be cooking
we need a placeable stash mod asap
fuken ell
3d pda first + free look mod
yeah thats true
No, they are separate bundles. If you want longer days, thats 1. If you want increase quest rewards, that's another in addition.
@rain finch Hey man, I know this is sudden, but could you make a quick mod to make Skif's pistol weigh 0? The fact we can't store it is annoying, and at the very least, we get some carry weight back for a weapon we don't use at all late game.
Would it be doable to make the player's headlight actually cast light that interacts with the scene and casts shadows? The current one just looks like a filter that goes through walls n shit.
Someone here is trying to mod the flashlight but it’s been a pain
I think I might actually have cracked it
You are an absolute legend, thank you for your hard work! I am in the same boat, luckily I am a stubborn shit and I haven't made it far in the game so starting a new game is not a big deal!
Just need to repack the bloody thing
quick and dirty version of what u did?
Since you there, please delete eyes adaptation 
Can't do it, sorry I like it
Pffff, mods, ban this dude !
I am going to make a mod that makes eye adaptation more intense and not tell anyone how it's done 🙂
hide it inside an another essential mod so everyone thinks they're going crazy
can we request mods over here ?
Were you finally able to get stuff into the engine?
someone give this person a prize
Huge if so
Yeah @leaden dagger is taking every request 
Not getting in into a project 5.1.1, but properly opening up the export nodes without exploding everything, yes
Hell yeah!
I wish that both sides of your pillow be eternally uncomfortably hot
so far all the mods are just adjustments to values/ configs right?
Coughs I think you might be able to find post process settings to use to "fix" exposure somewhere in there :p There's a few hundred CVARS for it. If you want to play around with it haha.
@source = CVAR dump mod somewhere on Nexus.
Nah that ain't it. You need to actually the postprocess profiles found in the .uassets
Dev console to preview what it would look like potentially, and then a way to force it once you know what you're looking for, step by step process most likely.
Turning it on/off is easy, but the speed up/down is all driven by postprocess volumes which need to be overwritten
please I need to see the light of the monolith and burn my eyes out of my skull
If there's local post process volumes it does get quite a lot more complicated than that, I guess as a starting point to see what it would take- would be Post Processing priority settings and figure out how much priority do the volumes get by raising that up globally. Since Volumes are local, Post Process commands are global an affect the camera in all the way. So imho, min and maxes would have to be pretty strict for exposure, without disabling it, and for it to be higher priority than the volumes to test properly. - No I won't be jumping into working on any of that.
Anyone have the same problem?
Flickering shadows on the grass.
is the mod folder in gamepass the same as for steam, when you browse through local files of the game? I got the correct folder, but I'm like, is it actually applying the mod or not? 😅
Yes but it's named GDKWindows or something instead of Win64
If the path is all the same except for 1 folder then you're good.
Used these tweaks and tweaked everything for my hardware. Actually makes me game run way worse. Ended up just getting rid of it and it ran much smoother
like, (I named the folder for the installation stalker 2 cause I thought it was the game folder but turns out it was the library folder name). This is where my pak files live.
When I was testing this out, I one-by-one removed things that were taking the most performance, and this was pretty much 80-90% of that performance loss, so you can try removing that.
r.OneFrameThreadLag=0
I tried that as well
or is there something extra I need to do in the GDKWindows folder?
I got a really beefy pc so I just wanted to see if I could squeeze anything out from it.
Running a 4090
my 4070ti seems to be handling it fairly well. just got a massive frame drop in the first village
is there a mod out yet that makes movement speed slower?
There's things you can remove from there for sure, experiment with it, restarts are super fast now with the no shader compiler shenanigans. When I was doing line by line tests I thought I was going to fall asleep. Now it's lightning fast to change something and reload.
What CPU though?
amd ryzen 9 7900x3d
I:\XboxGames\S.T.A.L.K.E.R. 2- Heart of Chornobyl (Windows)\Content\Stalker2\Content\Paks\~mods
That's my dir
Running at a constant 120 fps on high. I don't see much a difference with everything epic but it runs around a stable 110 fps and in the one town it might dip to 90 fps
Doesn’t removing shader compilation cause way more stutters?
120 with framegen?
Mhm, native image quality I believe?
Yes I have framegen on
I have 80-110 depending on area with a 3060 and a Ryzen 9 5900x on medium to high settings. 🤔 Heavily meticulously optimized though
I'm awaiting to someone confirm or debunk that. Thanks!
waking up to a few new mods and few updates is great 😄
I have shit cpu r9 7950x3d and 4090, ram 32gb.
My fps aren't that stable, but I think I am getting 120ish fps now.
Eating all my ram and not really using cpu.
I have installed that s2 optimazer that is top on nexus, don't recall the name.
that is literally one of the best gaming cpu's on the market...
Not that cpu tbh
I get a solid 120fps on FSR Native AA with everything on Ultra
No issues as of yet
But yeah, I had a lot of dips and lag without that mod for optimization.
highly recommend switching to xess native - looks way better and perf is same or better
If you are wondering about the sprint mod or longer days mod, they are incompatible and Im trying to find a solution.
does anyone already have one?
Ive tried editing the day length mod with the variable changes in the sprint mod, and repacking, it doesnt seem to work.
I am aiming to buy r9 9950x3d on premiere but I don't think this will happen xD
Hope it would help with s2
Is GAMMA out yet for Stalker 2?
if you OC it might be a little better in towns
#╟⚒stalker2™-mods-making-discussion message
For most of us here, I don't think it makes any different to stutters. Since you're in-game still using some sort of cached shaders. What is important though is when you'll be updating a gpu driver or the game in the future, to have your precompiled shaders compile at least once. And for your Shader Cache on the GPU/Driver to be at least 10GB probably. The every single time you restart the game, to compile shaders is.... technically a blunder and redundant because they won't change much if at all since your last gameplay sessions.
I had "even longer days" mod and after s2 opti installed it bugfed out and doesn't work
I don't. This cpu is so unstable and I don't want to bsod again
longer days by itself works with s2opti for me
Maybe I need reinstall it or make it above s2opti
where are thoe shaders saved?
TSR gang here for now, because it's the only thing that fixes parts of my flickerings 😄
s2 opti starts with ~ so im assuming its loaded first
and that works
Yes. I dunno. Maybe reinstall will fix it. Will check it when at home
really just trying to get longer sprint and longer days to work.
Tried it, but it's to blurry for me. I like the sharpness that FSR gives you.
I have a longer sprint working, if I get home I will get you to what I have.
I think it was something with 3 files in it that was 25% cost redux and 50 and 75 somewhat
yeah you only use one of the files though. If i remove longer days the sprint works, and vice cerse, but I tried to merge them, and im not sure why it didnt work
I am not into modding yet. Maybe some other mods from grok had got into the way of these
this isnt some crazy modding though, its just some parameter changes in a text file. Is why im not sure why it doesnt work, unless the repacking isnt working right
Anyone know if there is a file name length limit on the paks?
Any slashes in the way or other comas? Maybe the packing was corrupted
you know what, ill try unpack and repack a mod I know works. Then if it all of a sudden doesnt, theres the issue I guess
Sure
Unknown to determine exact location and file, and the contents of it.
But if I were to guess a cache file like everything else is stored in %localappdata% - Stalker 2 - Saved folder
And sometimes it pulls that compilation data from other sources, if you delete that entire folder, while having the mod on. So it's got more DDC somewhere on storage, or accessed directly somewhere- because if it wouldn't exist at all- you'd get a global shader cache error instead of the game loading at all.
right, I jsut seen someone mentioning it weghts about 500mb for him and that it icnreases in size after a while of playing so I was thinkin people already lcoated it
thyis file mby then ?
Could very well be, you can turn it on and off I guess at your discretion. Saves you more precious time not having to go through that screen while testing things for mods or graphic settings than it saves you space. If the file gets too big, you disable the mod once, precompile again normally -> shouldn't be as big anymore in theory, if you delete it and compile again.
That seems like it is one of them, ye
well damn, after some quick testing, repacking a pak kills the mod, so Im doing something wrong on a basic level it seems
Guess in need to go over the documentation again
not sure why, I can unpack them and edit, but repacking isnt working
Well that was a lame encounter. Just got mugged, and I decided to actually pay them instead of fighting. ||They try to kill me anyway, and I still lose the Koupons. How lame.||
oh thanks, that would explain it
@thin gorge you fucking asshole
It has begun
lmao good luck burn
wait but fr it doesn't have cigs?
who needs cigs when you can smoke pda's?
bro just add cigarettes
maybe I am too gammafied to remember if stalker even had cigs bruh
theres no rank system in pda, and no stalker counter on hud, what makes you think there will be cigarettes? 😂
good point! @leaden dagger can you please add a faction relationship system too? you can do the cigarettes first if u want tho

Alife is broken too, can you fix it @leaden dagger ? 
atmosfear 4 when
this is why I need a modpack 🤣 I just added the mod to remove the beeping noise when near anomalies, and it's also not working...
also the ability to change faction
how do we even know at this point if mods conflicts?
This is why I want logs 🙃
Personally, when I am making a modpack for myself atm, I am unpaking ALL of the mods I want to use and note down which files they modify. - And then redflag whatever has the same filename across the mods -> Then Diff and make a merge then pak that instead.
I'm surprised they didn't yoink stalker anomaly's mutant skinning/harvesting. Seems like a great thing to do in the newest title. odd choices
too m,uch for me who has 2 hours daily to play xD
First reaction to killin a mutant in Stalker 2 for non Stalker players is... ->
Oh I can't loot it or do anthing with it? Why should I bother then?
cant deny i tried skinning the first bastard bloodsucker
wdym you don't like killing mutants and receiving absolutely no compensation for it?
you get to live! thats your reward
and less bullets
😢
At least the collars made some sense and reward. For the dogs.
Need more of that incentive
honestly at this point I haven't even started playing stalker 2 yet but I feel like I should wait for mods/fixes to a lot of things for a first experience
does anyone know what file controls the carry weight? I have a mod to increase it from 80 to 100 and even though i have more the red bar doesnt seem to be at a higher threshold lol
Since I have it unpacked atm...
ObjEffectMaxParamsPrototypes.cfgObjWeightParamsPrototypes.cfg
i need the unpacker for it?
You have thredsholds in WeightParams that you can customize to your liking.
Three different ones to lay out as you like.
How do you repack .pak files?
I can't seem to figure that out with FModel
see #╟⚒stalker2™-mod-resources for UnrealPak or any advice related to it in here using the search.
Depends on what you want to do 🙂
just carry weight
Then there's now like 10 different mods (it feels like) that modify that, so you can choose to your liking.
And/or if you want to customize it fully to your own needs and wants, then yes you'd unpack it and then change it to your desire, then repack it.
i have no idea how to do that LOL
guess i better start learning
Mod resources give you a nice start.
If it's not enough, there's also https://github.com/Dmgvol/UE_Modding for more in-depth.
.pak is a binary file, therefore you won't be able to do anything with it.
FModel to open .pak files.
UnrealPak to re-pack after editing your values back into a .pak
That's all/the main two things you really need for it
what do I mark here as it didnt work from first try
oh nwm I was supposed to be clicking enter few times
@calm lake @queen delta
I have finally got both mods working together, it wasnt hard, Im just kind of an idiot.
Managed to merge the sprint mod Into the longer days mod.
hallelujah
ok aweomse
none of the folders contains aes file 😦
have you tried using an aes dumper
:D
cuz i have NO clue what im looking at
idk what is that following tutorial guide on how to get aes
@sudden summit check your PM
grok can you.
send me whatever you sent him to me too
because im tryna dump the aes too
😭

first line says I need AES I entered it then says cnanot find smth
What's the recommended % for grok's quest pay in Jake's longer days?
Set to UE5_1
I don’t use it
wait then what does "use the grok balance bundle mean" then
@shrewd rampart how do i upload the cfg to the pak again?
in fmodel?
okay it worked I think
now gotta go to work after will have to check all mods if no files repeats to be sure all are compatible 😄
https://github.com/Dmgvol/UE_Modding/blob/main/BasicModding/UnrealPak.md
And make sure it's as stated in #╟⚒stalker2™-mods-making-discussion message under REPAK files heading, since file structure is important.
also- vortex is telling me modular mutants is redundant and isnt deploying anyhting
not sure what Im doing wrong, I reinstalled it and it's still happening
groks modular mutants has multiple folders inside the zip
theres like 100 files
I know
I selected which ones to use
oh
but apparently it didnt take
i would love to see the duration of my energy drinks, water, and food buffs
got it, i can read i promise
selected these, but then nothing seems to actually get installed?
food especially, just waiting for the drumstick to pop and then further more, having no idea how much to eat is kinda annoying
the folder's empty, too
if anybody wants to mod in some moodles that would be sick
can you take a look at that for me and tell me if it looks ok
quickly checked before work seems to be fien all mods edit diff files 😄
i dont want to fuck my game up lol
I manually put them into the vortex folder and that seems to have fixed it... guess I'll just hope that works
would there perhaps, be a chance to make the player stash bigger
Download them manually
I know it auto sorts itself, and makes itself bigger magically
Don’t use vortex
how do i change .uassets?
You need the usmap file… and then cook them in UE but I’m not sure how yet
do.. we have a usmap file?
Last news is that the game rejects modified cooked uassets
hey grok any plans for icons showing energy drink, water, duration etc? would be cool to see
Sure one day maybe
But tbh the more I play S2 the more I want to return to GAMMA
I want to be able to run unmodded occasionally as well
so
we need them too cook S2 a bit more tbh
or generally turn stuff on and off without having to manually track things down
understandable both are great, do whatever ur heart says
just move the.. files out of the directory?
see above
just turn s2 into an open world survivalcraft like gamma ez :v
yknow you have to manually track things down in your little vortex window too right
right its like, 1 click instead of 3
but its not that much harder :/
Yo Grok, any idea how to repak data tables?
Stalker 2 is not linear but the open world systems aren’t that great… the cities are filled with stalkers doing nothing, alife is non existent, mutants dont give you anything and are just an economy sink
m8 how bout you lemme do my shit how ever I want and mind your own business
then dont complain :)
I didnt complain
also im allowing you to do your shit how you want it
something wasnt working as expected and I was seeking help in solving it
and "dont do it" isnt a solution
yeah im sick of mutants and npcs spawning next to me as i approach an objective. really wish they couldve nailed that on release :/
Then just remove the mods mod somewhere ?
lol you can say that again. Ironically, i killed a bugged bloodsucker and it took me 5 fucking headshots with an SVD sniper rifle (7.51x54mm btw) KEKw
I know the values are stored in the .uexp, but when loading and looking at a repacked .pak through fmodel, the values are the default ones and the file gets duplicated
Data tables ? :0
DT files
These are in uassets right ?
for the only dummy that isnt sure what that is, what is alife? is that just one life and reseting when dying or what does alife mean?
may i ask what exactly you are editing? how did you extract the uassets? (the content within)
a-life is the "ai engine" behind the AI
it makes ai do stuff .
You need the usmap file hold on
like. walk. and attack!
ahhh thx
Yeah I extracted everything with zentool. Opened them up with UassetGUI, editted them, repacked them
also how did gsc neglect to add nightvision smh
but most ai currently, dont do. that. they just Spawn in randomly and then do the walk. but A-life makes "unloaded" npcs have simulated walking times, etc,
But it creates a duplicate the file, probably because of the difference in compression? Oodle vs Zlib
I think uasset gui cannot be used atm 😦
Ah shit, so hexidecimal editing it is?
are you trying to make the flashlight better?
because im trying to do the exact same 😭
Totally get it. I actually refunded. Even with all the fixes to Mouse and Performance, game felt sluggish. Systems are super bare bones, no meaningful loot as far as I was able to tell. The first few "quests" are so badly scripted, I dont have a lot of hope for the rest. Sure, looks pretty, but I also don't like bimbos.
Are one of those extractors able to export the uasset for one of the player viewarms/viewmodel? Can probably make a rig from that and try to import anims, skeletal meshes for weapons as well
Yes. I've narrowed down where I think the attenuation radius and intensities are, also how it's setting the shadow flag
It's repaking the data table that is proving harduous
the DTs, right?
BUMP
Let me check the news
ohh, where is that?
It's the object Path in your own screen shot 
so, the DT?
Yes 
The 9th entry is the flashlight
While still at home tried to check carry weght mod how dors it make max weight 200 but math is not mathing for me seen it set it to 140 wheres extra 60 coming from confused xD
does anyone knows where is the sid of quest is saved?
Right now uassetGui isn't opening up json files either even json objects
So we're kinda down to trying to find hexadecimal values
@leaden dagger JCaleb successfully edited an UI texture so I think he knows how to cook files back to uassets properly
I think you need unreal engine > new project > add the folder structure > cook
That's the kicker, this isn't importing in a dummy uproject because it's a custom structure
I've already setup a project with jsonAsAsset
then add the custom structure? idfk what im yapping tho i dont mod ue4 OR ue5 ever
Me when i opened game and got kicked bcs of vram 
But since the type of the DT is S_LightPresset_Radius we can't open it up
Oh damn, was going to test both the ALife mod stuff from Nick with @honest glade's Stealth AI mod but there appears to be a conflict heh.
Just asking if anyone already merged this beforehand at some point in here? Or do I need to step through and edit this as needed?
Yeah that's for inserting images, but the structure is of a custom type defined by code, which we can't open yet

waiting for Alife and SoC HUD+UI mod before i play 
a-life is technically ingame i just tthink. it sucks
It doesn't work properly
yeah
You can clearly see it cuz zone is empty 
also, is there a way to make the scopes better? currently the reticle is "plastered" onto the lens youre looking at
which is super unrealistic
and also just
really stupid, because we have the processing power to like have a shader for scopes lol
my scopes in ROBLOX!!! look better than the ones in stalker 2 currently
Any new mods out worth checking out other than the ones in announcements ??
https://www.nexusmods.com/stalker2heartofchornobyl/mods/97?tab=description
Probably the biggest gamechanger recently.
thank you, praise monolith for the modders
praying for a better flashlight soon
feels like skif is using a phone light
Is the AES key different for each copy
No
do you have a link to it please?
did anyone used Vortex for stalker yet?
i noticed it created the mod folder elsewhere
wonder if it works
well no, because I had to do the merger myself, Im not sure publishing what is 2 mods that other people made into my own would go
lol, could you dm me the pak files?
thanks a bunch
what mods ?
its gonna be what I set it too, which is much longer sprint, and 3x the day length, I cant offfer options unless I manually do it for you
thats fine
it'd be nice for peeps like me, cause i havent looked into it at all and could help other newbies out aswell (: Im sure its not hard to learn but still nice for those who may not have the time to look into it
3x day length and something around 3x sprint duration
ahh ye
i need to learn how to merge paks
doesnt sound to hard
cuz atm i bet i have conflicts
its not hard, and its not merging paks really, paks contain cfg (text) files. WHen one mod isnt compatible with another, its because they both use (alter) the same file.
2 mods doing that will collide, so, if you just load one, alter it with the paramaters of another, then its all sweet
Here is longer srpint and longer days in one
3 hour day night, and at least double the sprint
what do you use to open them?
you just paste it in like any other mod
oh if you want to unpack paks then use the unrealunpacker
and repadck using unrealpacker with compression
need the file structure though
what is it
We can't share it openly because of legal ramifications
show your roblox scope
scroll up in stalker 2 chat
ill illegally ramificate something
sorry, just happy I got these 2 mods running. feels nice
Ohhh ok
Ait, that's my mod folder finally done and merged up.
Can't believe I spent all day in here rather than just playing the game.
I hope it was worth it.
Won't be able to test those at the moment 😄 But the important thing is it looks clean'ish.
p.s I also merged your mod in @honest glade, the one with the stealth. That's intruiging can't wait to test after some sleep.
Can send you the merged .pak file later too for that + the ALife stuff.
Is there a night vision in game or do we need mod for it? 
Forgot _P at the end for a couple.
How important is it when packaging to have that suffix?
I was confident they made the game giga dark to make getting nv really satisfying but it doesn't even seem to be in the game
zero nvg or flashlight upgrades
I noticed when I packed the files the _P ended up in the pak name, but if you download someone else's pak, it doesn't have that suffix, so it didn't seem important to me..but Im also brand new to doing this
Grok is right the more of S2 I play the more I want to go play GAMMA again
My concern is whether this game's A-life will be saved. The devs didn't even put bonoculars in the game so as not to break the illusion that there is nothing happening within 100m of the character.
Hopefully it can be
Yep, i think thats most people. If a-life and a rank-system isnt implemented s2 is dead for me, just another casual shooter
Where can we see Groks opinions of S2 lol I'd be intrigued
this aes key is confusing af for a first time modder ngl i got like 10 + different keys
sry for askin here, maybe someone here has found a solution, any idea how to get into prof lod. place for the main quest "just like the good old days"?
anyone know how to get rid of the red bar completely? for inventory weight lol
[0] : struct.begin
SID = Empty
MaxInventoryMass = 0.f
InventoryPenaltyLessWeight = 0.f
struct.end
DefaultWeightParams : struct.begin {refkey=[0]}
SID = DefaultWeightParams
MaxInventoryMass = 100
InventoryPenaltyLessWeight = 69.99
WeightEffectParams : struct.begin
[0] : struct.begin
Threshold = 100.f
EffectPrototypeSIDs : struct.begin
struct.end
struct.end
[1] : struct.begin
Threshold = 95.f
EffectPrototypeSIDs : struct.begin
[0] = OverweightMovementVelocityChange_3
struct.end
struct.end
[2] : struct.begin
Threshold = 90.f
EffectPrototypeSIDs : struct.begin
[0] = OverweightMovementVelocityChange_2
struct.end
struct.end
[3] : struct.begin
Threshold = 85.f
EffectPrototypeSIDs : struct.begin
[0] = OverweightMovementVelocityChange_1
struct.end
struct.end
struct.end
InventoryPenaltyLessWeight = 69.99 what does this line do
cus i make it higher, and it makes the entire bar red, so i changed it to be lower and it just fucked everything up
i believe anything under this has quicker runspeed
calling it penalty is dumb but i assume its to keep it inline
making it lower increases the penalty
oh
I had to use UREnginetools and use no clip
oh well i dont know lmao
yeah lol its stupid
im just trying to make the red bar more lenient
cus default is 80 kg, and 70-80 is red
but in the 100 kg mod, like 75-100 is red
aids
just tried that but hes not in his bunker
btw dunno if you can do anything with this, but this might be of interest to some people: https://www.reddit.com/r/stalker/comments/1gwsxbv/alife_is_actually_present_in_the_game_code_here/
I'm praying for the title to be true, and for there to actually be a way to "fix" -A-life in the game. For me, what made Stalker a Stalker in all games and mods was the A-life.
as far as I can tell, it's legit, OP did some good digging, dunno if it's modable with our current knowledge tho
Now although the game seems to have potential, it is nothing more than a Farcry in Chernobyl.
@pearl lichen yo great custom death screen mod on nexus, tho the nice zona wallpaper has the same screen as cheeki breeki one
is there mod that fixes alife?
FModel doesn't seem to do a good job dealing with mods in the path and extracting the same file. once it seems to load a file you have to close and reopen to open the same file from another pak
you me and everyone else man, a this point it feels more like an empty farcry/ fallout with going from point A to point B with A- life not functioning right, where is the NVGs, Binoculars? I know it wasn't in vanilla but where is mutant hides/meat right now there is no incentive for me on Veteran for me to mag dump on them EVEN with rounds meant for mutants. I'm just going to do the story and sidequest and wait a year maybe more for the community like the one here and other modders to make a Gamma/ other mod modules and fixes/patches and updates from devs to really make it the game stalker 2 should have been.
this feels like CP2077 release all over again(which was made the game it should have been a year later) with the amazing potential of a 10/10 game there being marred down by so many other things that bring down to a 6-8 depending on how harshly you treat its flaws.
heck even my noob self is trying to mess around with mods and etc myself to try and fix the stuff with stalker 2
thank god for the foliage npc mod. i hope it works in that area with the shit windows
oh shit sorry for the ping
well it comes down to it not even feeling like a stalker title lol
Nw, but I'm not the person you looking for 😅
yeah i clicked by mistake. school started and i have 10 hours here infront of me so im blind and misclicked lmao @opaque osprey
has anyone checked if the foliage mod works with the building windows? mfers have aimbot without seeing anything. mentioned it previously
i think that place was on garbage location btw.
some stuff will require us to wait for SDK sadly... i might try to learn some stuff myself maybe i can finally use my braindead ass to help people.
hoping the sdk will be solid.
yeah that's kinda what I expected
in december the roadmap will be released. blessrng SDK is soontm ther
I feel you. What made me keep playing stuff like Gamma is the fact that there's so much stuff happening outside of quests, main and sides, randomly generated stuff that feel like they're own stories, but happening without you. So when you witnesse some of those scenes, you can only imagine what has lead to them and decide if you want to be part of what happens. That's the beauty I'm looking for, and so waiting for right now
or warfare mode when u bored of that lol
is CS in stalker 2?
cs?
clear sky
havent seen em yet. dont think so no spoilers here anything can happen tbh. massive map
There were instructions somewhere here on this channel or some other how to do it properly and maybe there is a bad program or bad save location or even the wrong pak file type. Dunno.
pins ^
Oh didn't noticed, great, what was the trouble cause?
all tools and tutorials should be there
i got distracted every single time i was making my way to do a task hahahaha( anyways lets keep it relevant to modding now)
Anyone aware of being able to alter assets yet or no? Might have to be a SDK thing, trying to turn collision off on some things
ay, werent that the mods that used the same file that basically made it impossible to do without merging?
I do not know about the area with the shit windows
tell me more
Could we get a mod which makes all textures be in 128p? 
imma need to find it. bandits at location somewhere at garbage. metal windows with tiny gaps. they shoot through that.
basically window blinds
send me a screenshot when you there
imma need to find that location. im at school rn and going back home in 10 hours.
I can see if I can fix that
so imma just see that. aight anyway brb gonna give more info later
sure thing
guys i cannot load any files, i have put the AES key and the mapping files
Did you change version to 5.1?
archive directory may be wrong?
S.T.A.L.K.E.R. 2 Heart of Chornobyl\Stalker2\Content\Paks
should i set it to that?
anyone know if groks mods tweaks weapon repair at all? trying to see if my mods are working. The ar rewarded from pomor is still 19k to repair. also on veteran difficulty
still nothing
there was alot of generated AES keys
do i have to try them all?
How long do y'all reckon it will take before someone makes a mod manager?
tbh not worth it with the game at current state. gotta wait for SDK or to have devs implement a built in MCM @zinc fractal
also im wondering, is it possible to update game engines with patches? 5.5 seem to give some serious good updates for megalights etc.
It's such a pain in the ass right now to figure out what mods / configs conflict with each other, yet without some of them the game feels pretty broken (economy, repair fees, durability, stamina/regen, consumables, weight, etcetc)
well the game came out 3 days ago as a buggy unoptimised mess. current focus is less on gameplay and more about fixing stuff for modders
It is technically possible but it'd have to take a very talented and experienced modder
mcm makes sense when you add big mechanics that are different from base game
Think the biggest issue right now is conflicting files, and not per se big mechanics or adding other stuff
tbh performance wise i seen someone showcase megalights. went from 5fps on a scene to 30-40fps. also new meshes tools for nanite to give texture make it way faster now.
you were blessed if you had such a good experience with CB2077 at launch
Yes if some genius hackermans come alongs and manages to do it then that's great, performance gain would be good
without an SDK this is all we can do, all you can do on your end is try to merge mods somehow.

that would require a expierienced UE5 dev to implement, impossible without blueprints and project files anyway to enable engine features.
to be fair this game is far from the atrocious state CB launched in
Can I get help here on why my mods don't work? or should I use a different channel?
Yeah Im trying, but Im an absolute idiot with 0 experience in mods or programming knowledge so it's a giant pain in the ass
You can always ask here yes
Lads anyone can spare the link for less tanky controllers etc? Can't seem to find it, already have bloodsuckers and flesh one
here is fine i think @loud basalt debugging is one part of modding
well, not the mod i made, but the one i downloaded i mean
wanna learn together? 😂 i have zero knowledge myself.
cause I downloaded the ARS modpack and it doesn't work. I made the ~mods folder and no worky
it is actually astonishing how many people decided to try out modding after game came out
Nah it's still possible for modder to up it to 5.5 just really hard
even tho UE5 is pretty damn hard to mod. we should thank the lunatics that decided to make it work in the first place LOL @acoustic obsidian
It greatly improves the player experience to edit things to their liking. Just like the difficulty
oh sick so ig its just another lunatic required to pull that off lol
considering this community we defo have few lurning around haha
I mean I wouldn't be surprised if it's done, stalker modding community is pretty good
isnt it one of the biggest communities in the world (not counting bethesda games) for modding?
Given the types of mods so far I can only imagine most devs are braindead
There's 0 reason not to have all the sliders Anomaly does already.
Why do I need to download mods to change timescale or damage or whatever? This is all stuff that should be standard in menus.
Not too sure, although them bethesda modders be spoiled
got all the tools
This is the problem tho, you take ANOMALY as a base line
Which is a already modded game
true that. and engine been the same for decades
We all take Anomaly for granted
Why would I not
Good menu options are good menu options
It's the same how I assume devs are stupid when games don't have key rebinding or disabling godrays and blur and whatever else
^
So is the only way to get some mods to work to just to start a new save
i put the mod hare and it doesn't work. Still 80kg and still can't sell broken stuff. Am i doing this wrong?
Well yes there are excuses
If you think the modders do it better, let them make the game instead of the original game dev who made the base game?
^
What GCS did was make the base framework
Game devs avoid releasing mod tools to prevent exactly that
just learn how to remake UE5 engine from scratch so you can do Anomaly 2.0
if you are that butthurt do it yourself
So you want game devs to be open source day 1? So their game can be instantly spread for free?
Yes
So they'd get 0 profit, and have 0 incentive to even make a game
Why make a game then
Sorry, that's pretty delusional lol
you do realise RUNE already released it? lmao steamstub as the only DRM made day 0 possible
anyone.....?
Games have been downloadable for free since forever
It's called piracy
i was on the former side it took me DAYS to get it to run, but when i did play it it was solid. phantom liberty + all the updates CDPR did made me sink majority of hours into it though
piracy and open source is TWO DIFFERENT THINGS
Which is illegal
And completely unrelated to mod tools
Do what you want
and also impossible to open source it fully as you cant opensource UE5
But dont expect the world to run for free
"I want food, the stores should make it free of cost"
Thats not how it works
they could only share assets and other shit. maybe their blueprints. not the engine itself.
If UE5 can't make games how did Stalker 2 team do it?
They might do so
which is different from anomaly as it was a custom fork of the xray engine. complete recreation pretty much.
CB was horrible at launch, STALKER 2 is much much better HAHAHAHAHHA
But 2 days after launch? Give it some time
are you that dumb? lmaooo use google for once in your life.
this guy ong
Anyway, back to modding: anyoknow have a clue why I can't unpack this:
it was lmao, stalker only took me A DAY to get working rofl, im simply referring to the gamplay experience though, perfomance stuff... yeah CB takes the cake, i had mid range hardware at the time and it took me a lot of troubleshooting for days (which i had requested for offs from work) to get it working.
You try dragging the folder onto unpak?
Yep, thats the error Im getting
It's the zz_reasonable_degradation , wanted to check the settings but idk why I cant unpack it (same error for zz_Fred_UnrestrictedEquipmentUpgrades tho)
Try using FModel?
@rain finch with the way modding is currently going the rebalance mod was initially a decent idea but do to compatibility issues you think youll create a massive amount of just modular options to compensate for the problem?
fuck its still not working
a one mode to fit all is def not the go to for this game rn until these compatibilit issues are solved
I only figured out how unrealpak works, not fmodel 
Do you have Fmodel?
Aye
chuck the pak into your ~mods folder and open it from fmodel
some mods aren't unpaking properly so you can use FModel to get around it
No I will wait for a proper mod manager
It's aint that hard to make tbh
Well at least thats some good news
But I don't have time as I have other things to attend to. I could make a working tool but fixing bugs and maintaining it: absolutely not
good to know :D. also how limited is currently modding without SDK? im thinking about getting into it tbh.
yup :D
So, did these developers smoke crack? chimeras takes 40 buckshot and 5 mags of svd shots to kill and im supposed to fight it in the open in the swaps? Then when i finally kill him by cheesing theres an emmision and the only house in a 2km radius doesnt count as shelter.. Wow
there's a mod to make mutants less tanky
check groks mods for the mutant
i have it
i mean chimeras were always tanky. at least one mutant that makes sense to be tanky
@rain finch my hats off to ya man appreciate what your doing for Gamma and Stalker 2
not this tanky lol
yeahhh gsc fucked it royally
ngl its kinda goofy that it's more difficult to kill bloodsuckers in stalker 2 than it is to kill pseudogiants in SoC
LOL yeah @snow peak
all we been doing was editing stuff even on a image level, we have to see about adding new meshes, scripts etc
theres no way to win in the open and it looks like this encounter is scripted. I mean i cant reload the weapons between attacks. Chimeras used to kind of run away and then come back from another angle. Here it just circulates me attacking faster than i can heal or reload
integrating brand new scripts with existing blueprints from the game would be pain tbh. no clue without seeing these to not do something that already exists.
and theres no point. ill die to the emmision either way since theres no shelter here so guess ill have to load a save from an hour ago or so
f5 is your friend remember @inner basin
only testing and time will tell
the chimera in the swamp? get behind trees, his charge attacks will cease to work.
fair enough @crimson laurel
No need to shout to me 
lol
ive killed him but it doesnt matter... cant get out of here in this save because of emission so i have to redo this whole quest
you can get in cover by the church inside that collapsed hillhole no?
im at the bottom of the swamp and the emission started as i was fighting the chimera so i have about 20 seconds ^^
oof 😄
Life, save more often 🙂
Bro why cant I get this damn repair reduction mod to work
Because it conflicts with other mods you have, most likely
Hello! Could you please tell me is there any mod that allows to rebind 2nd and 4th quick access slots to 'push' keys instead of 'hold'?
Not yet as far as I know, but there is a weird work around, see here: https://www.reddit.com/r/stalker/comments/1gvwhvr/fix_for_pc_players_flashlight_keybind_and_f1f4/
i have saves, its just really annoying that apparently a perfectly good house is not shelter for some reason
TYVM!
holy shit i need this rather than the dumb as hell hold mechanic.
but a broken down one with holes everywhere and cracks between planks is somehow good?
Hello, I'm running into the out of memory issues when compiling shaders, but only after installing Grok's rebalanced monsters, difficulty and S2OptimizedTweaks
I'm assuming it's the graphical optimisation that's causing the issue, anyone else run into that?
and then one can finally put lean left right where they should be on Q-E ;p
You're probably using the wrong file from S2O
Checkout some Engine.ini you could probably adjust allocated vram
https://www.nexusmods.com/stalker2heartofchornobyl/mods/2?tab=files then use the Stalker Optimizer (VRAM Error) file
I think this is bugged Ive died to emissions while browsing through my private stash in a concrete bunker 2 flights into the earth.
This works too
Man, GAMMA really spoiled Stalker2 for me... I forgot how limited the original game design was for Stalkers.
I'm enjoying the atmosphere, I just wish the spawns weren't so broken
if they weren't I could at least pretend the NPCs have a life
Checkout pinned comments and https://discord.com/channels/912320241713958912/1309526198833119303
If this was a release I wasn't looking forward to for well over a decade, it would have been a hard negative review. No a-life, no modern QoL, shitty mutant game balance.
Mods is the answer to all of this 
hello everyone, if i am using two mods that goes in conflic do i fix that by merging them?
Why do I keep hearing about this no A-Life nonsense it's already been found their is... Just not working as intended atm
Yep, hence me sitting here though I would like to complete the game unmodded at least once so I can give better feedback... damn pain!
not working pretty much means no a life rite now
Difference between not working and not working as intended no?
both mean the same thing. Not working. It's fine, but it also sucks.
So I checked reddit for the quickslot fix for F1-4 but it seem to not work with f2 and f4
[1] : struct.begin
DefaultID = -1
bIsPlayerMappable = true
PlayerMappableOption = QuickSlot1
InputActionSID = IA_QuickSlot1
Key = F1
OldKey = Q
Triggers : struct.begin
[0] = EPlayerActionInputTrigger::Tap
struct.end
struct.end
[2] : struct.begin
DefaultID = -1
bIsPlayerMappable = true
PlayerMappableOption = QuickSlot2
InputActionSID = IA_QuickSlot2
Key = F2
OldKey = Q
Triggers : struct.begin
[0] = EPlayerActionInputTrigger::Tap
struct.end
struct.end
[4] : struct.begin
DefaultID = -1
bIsPlayerMappable = true
PlayerMappableOption = QuickSlot3
InputActionSID = IA_QuickSlot3
Key = F3
OldKey = E
Triggers : struct.begin
[0] = EPlayerActionInputTrigger::Tap
struct.end
struct.end
[5] : struct.begin
DefaultID = -1
bIsPlayerMappable = true
PlayerMappableOption = QuickSlot4
InputActionSID = IA_QuickSlot4
Key = F4
OldKey = E
Triggers : struct.begin
[0] = EPlayerActionInputTrigger::Tap
struct.end
struct.end
I think so cause I only change the key and hold
hello everyone, if i am using two mods that goes in conflic do i fix that by merging them?
yes
exactly. so dumb. so many stupid choices tbh.
Thanks for the tips, gonna see how's the game with a couple mods!
Like I said I was already enjoying it just a couple tweaks would make it a great time, even if it's still bugged to hell
What were the default keys for leaning again?
yup
It looked good but the tap dont work
lol, went straight to mouse for me. Thank god I got used to that ages ago then. Heart goes out to you QE enjoyers
It is still hold for me
CV is also a good alternative, get that thumb involved.
that's what she said
What you guys think about the weights ingame
It seems you are too op with "no weight on ammo or usables"
But it appears to be skiff is thinking bread is pretty heavy when you dont have the mod.

Could try this one
I am getting pretty heavy with Quest Items.
spasiba stalker
I have been overweight for the entire game.
So like in the announcemt ,a-life is not bugged?
Bread might not be heavy but it can take up quite a bit of space in your backpack. That's what I keep telling myself to cope 
I have quest items that I cant get rid of
If you're talking about skif's pistol you will need it
Bubs (I think) PDA, from side mission. All completed, but still item in inventory with orange checkmark.
Good to know about pistol though, thanks.
It probably continues further maybe
is there a mod that is specifically for bleeding
i dont want groks rebalance because i cant try basically any other
Also since on topic of quests, aware spoiler talk stalkers 
how do i merge mods?
I dont think aLife exists, spawning NPCs near the player inst aLife its a cheap illusion of it.
theres no easy way
you have to create your own config file for yourself basically
Hey guys, I'm looking to do something (anything, really) about the seeming VRAM leak in the game. I have an RTX 3070 and its 8GB of VRAM is struggling to keep reasonable 1% lows anywhere near settlements or in busy interiors (screw you, Nvidia, for giving this GPU just 8GB of VRAM) at medium texture settings. It starts out fine, but then very quickly after running around Zalisye for a few minutes, it turns into an absolute stutterfest with the whole framebuffer pegged to the max.
Optimization mods either don't do anything for it, or they screw around with asset streaming values to the point of making it worse. I generally hate current .pak based performance mods for not detailing what exactly is changed and not explaining the changes made. And engine.ini tweaks are kinda similar in that people just dump stuff without explaining reasoning and logic behind things, all the while running vastly different hardware, which obviously leads to issues.
So...anything I could potentially do to work on the framebuffer overflowing and dropping me to 1 fps for like 10 seconds? Or any place I could read about possible general solutions for UE5 games?
You have to do it manually. There's a comment by DeonDF on this mod page https://www.nexusmods.com/stalker2heartofchornobyl/mods/113?tab=posts that explains it
I wonder if it makes sense to combine many mods into one whole? After all, no one is immune from conflicts and sit, test everything, hoping that everything will work as intended... 
im playing on a laptop with a 4070, it sounds like your to scared to turn down some settings because my game runs awsome
I'm not. It's the same behavior for me on low, medium, or epic. I've been fighting with this game since around 7PM EET on Wednesday
And of course I'd like the game not to look like absolute garbage while I'm playing it
then your doing something wrong brother, no DLSS?
Can we use MO2 for Stalker 2?
im playing on low with DLSS game still looks great people are coping
I'm playing at 1080p. DLSS (other than DLAA option) is a death sentence at 1080p
im doing 2560 x 1600p on a laptop with DLSS
bro u are doingg something very wrong
i get like 80fps
on a laptop with a laptop version of a 4070
which is basically a 4060
dude...I'm telling you how it looks to me. To me it looks like jumbled mess at 1080p with DLSS. Like a gross amalgamation of pixels. The game can look stunning at 4k with performance DLSS (tried it, looked amazing, but VRAM overflowed very fast)
i cant find it can some 1 pls post a link pls?
theres an engine.ini in the stickies that has an option for setting the streamingpool to a certain value based on your vram. have you tried that?
im not having those issues at all, try playing 1440p but in fullscreen exclusive
with DLSS on quality
and do like all medium
The fps aren't a problem for many people. It's the stuttering. I can play at 120+ fps but the game stutters below that from time to time. I even capped it to 60 out of curiosity but I still get random dips under 60
the mods fix the stuttering
it kills 1% lows for me instantly, for some reason. If I use that variable I'm not even getting to run around for a few minutes - instant 1 fps due to buffer overflowing
but even i never had stuttering before i used the mods tbh
Different models performs very differently depending on the laptop, there are laptops that are restricted to 65W,105W,120W and 140W variants.
my laptop is 230W
some allows for changing the TGP others do not 🙂
I used it as an example not as one definitive list
my man...you do realize you are the stereotypical "works on my machine" guy right now? In IT guys like you are a common joke
you also say you refuse to use a optimization mod
but come here to complain
n-no? I used anmd tested all of them and told you of my results?
Could you please tell me is there mod that allows to track more than one stash at the time?
can some 1 pls pot a link to the crash fix pls?
Tried, played around with it - it improves things in the wilderness for me, but compeltely destroys Zalisye. By what I see from hardware sensors - it's a VRAM issue
the cities perform bad for everyone its not a you problem
too muchNPC logic in the cities
r.Streaming.PoolSize=6144 - this one? did you make sure to change the value to the 8GB Vram one?
also go into your nvidia control panel and set your shader cache to 10Gb
its a common fix most people arent talking about
Probably some memory leaks. When you restart the game the area seems fine for me
yes, this variable, 6144 is a suicide for my system for some reason...
do this
that seems like the likeliest thing, if I run the game without optimization .pak mods or screwing around with streaming budget in engine.ini, it works good at the start, then I move around and welcome to stutterfest
memory leak problems are universal if they exist
this is like the most basic of stuff I did on the first day and it's still configured this way after a clean reinstall of drivers, didn't help
we need a seperate channel for mod making
for anyone interested, made custom engine with UHT dumps and shit. Haven't fixed anything yet so good luck making this shit work https://github.com/jagged-teeth/Stalker2-CustomEngine
of course they are, the issue is the speed at which the old assets are dumped and new streamed in, settlements seem to have too much density so the memory manager isn't keeping up, that's my thought
medium
read the channel name
then put it to low brother idk
is there a way to make zentools extract a single uasset file instead of the whole game?
yes
I don't think i can share an invite to another discord
but there's a stalker 2 modding discord around
you can dm
with all the resources
It looks like ass on low. Look, I had a pretty straight forward question about variables and resources to learn about UE5 asset streaming and what can be done to mitigate the issue with the vram budget. If I wanted to just put everything to low, I'd just do it and not ask here. Like no offense, but c'mon.
can confirm
game looks fine on low your just playing on 1080p
set hair and foliage low
foliage is min difference
hair is the big killer
like witcher 3 on release
there's also a reddit post on changing engine.ini files for foliage
and increasing distance for it
but ingame foliage just hogs resources
and 1440p or 4k get me the same results with VRAM XD what are you on?
I'll try it, can you somehow link me the reddit post?
it was someone in the comments so I don't remember
I'm waiting for patches anyways, cause I don't like enemy behaviour and the memory leaks get to me
can I link reddit threads?
bro i have 8gb of vram, what are you on
i have roughly the exact same setup as you
Can we suggest mods here?
btw, that variable also takes into account your ram too (from skyrim days), but that's if ya wanna min max
And you are just actively arguing against my experience, invalidating it and ignore my original question to peddle your narrative in some weird disbelief without any seeming knowledge on the subject. I'm not in the mood to beef. Just - nothing to say - don't say anything, please.
6k should be ok for 8gig vram
EDITING TEXTURES FOR STALKER 2 (Should work with 3d models and materials)
- Extract your textures with FModel. I won't cover this in the tutorial.
- Do your edit to the texture. It must be kept as the format it was exported as.
- Install Unreal Engine 5.1.
- Create a new project: Name does not matter, location does not matter. Just make it for Games, and Blank. Uncheck "Starter Content". Click Create. (Check first picture on this message.)
- Make sure the "Content" folder inside UE5 is empty and has nothing. Then create a folder structure much like the texture (model/material) had in FModel when you exported it, starting from the Content. For example, if I want to modify the ammo inventory textures, I would do GameLite\FPS_Game\UIRemaster\UITextures\Inventory\Ammo. Because the Content folder already exists. (Check second picture on this message)
- Import your edited texture inside the folder needed, keep the name the same it was in FModel.
- Go to Edit>Project Settings in UE5. Search and enable Generate Chunks.
- Go to Edit>Editor Preferences. Search and enable Allow Chunk ID Assignments. This will allow you to individually assign chunks to the files.
- In your Content folder, right click, and go to Miscellaneous>Data Asset. Create one.
- Set this Data Asset as PrimaryAssetLabel.
- Name the Data Asset as Label_YourModName. Double click to open it. Set its priority to 1 or more (1 works just fine it seems). Set the Chunk ID to something high. This is what makes this pak be differenciated between the other .pak files in the game and other mods. In the Data Asset, also set the Cook Rule to Always Cook. And put the Label Assets in My Directory as checked. You can ALSO put it to Apply Recursively which means it will apply whether you assign the chunks manually or not, on the folders next to this asset. (Check third picture on this message)
- Go to your texture file/s. Right click and go to Asset Actions>Assign to Chunk. In this new window, write the chunk ID you wrote previously in the Label_YourModName.
- Press Ctrl+Shift+S to save EVERYTHING. No need to save the map. You can also press on each file and press Ctrl+S. Or click on the save icon on each open file.
- Go to Platforms>Windows. Set it as Shipping, and press Package Project. Select somewhere you can go to easy. This will take a bit, when its done, you can go to that location>Windows>ProjectName>Content>Paks. Inside you will find your .pak, .ucas and .utoc files. You need the three of them. You will see they have the name starting with pakchunk and the number you set your pak chunk. Leave that be for the three, but rename them so it looks something like this: pakchunk300-TestTextures_P. The _P seems to be needed. Important also is that you check how big the files are. If they are too big, something went wrong with what you picked to pak (make sure you set your chunks correctly and the project settings were set correctly). Place these files into your STALKER 2 game folder>Stalker2>Content>Paks>~mods (Check fourth picture on this message)
- Test it.
NOTES: Some people say that you need to also use Io Store, others say that you don't. If it doesn't work for you, then click on Use Io Store when editing your packaging options (where you set Generate Chunks). Some people also say that you need to click "cook everything in the project content directory", if you can't get it to work, then try doing that. For me it went fine without. However, I noticed you can also set your asset directories under "Additional Asset Directories to Cook", and that specifies what to cook or not.
6k is lowballing it even
damn explosion of t3xt
people give options and you shoot everything down not sure what answer your looking for
you sound as smart as the rest of us and if u cant figure it out on your own i doubt we can honestly help
need someone to pin this
dude, its not working for him. its not like he doesnt try it and disregards it.. Just stop typing. really easy
I tried 7168 - very similar results, and 7680 as the top margin, didn't fare much better
if that's about me - I get my GPU pegged at 100% with 1fps. VRAM is pegged at the same time. Looks like the game for some reason heavily overflows into RAM or even disk drive space for some ungodly reason.
I know why
Aight here goes, mod suggestions:
-Cut down bloodsucker spawn rate by, like, 70%
-Texture downgrader. Like, all the textures down to 1/2k resolution for the rigs that are struggling.
-Particle effects downgrader. Some of the weather and anomlies is murder on FPS.
-Faction rep screen/dynamic player relations
-NVGs, obviously
-Improved NPC identification system. Kinda hard to figure out who people are, also the loot screen doesn't show their factions anymore.
-CoP/Anomaly-based legacy inventory and dialogue UI. the new stuff is huge and very tailored to consoles
I have the game on an NVMe
ok
but now that you mention it...
I have the game on a separate logic drive to my system drive, and yes, Steam isn't on the same drive
we can't edit the code yet, only config and textures apparently now
is it like that with every game? I swear everything else on my PC works fine. Is it just the way S2 is so agressive with assets streaming?
well, at least we can hopefully get some downgrader mods for struggling rigs. i'm in the 25-30 fps range and it drops to 20 in bases and high-pop areas
@wide cypress
it made installing elden ring a nightmare
steam on the main system drive just was bad for disk usage
wait, just so we I get this clear: is it an issue of swapping data between devices or an HDD vs SSD issue? Because steam is on an SSD, just a different one. I'll try your recommendation either way but brother, is that a weird one.
I had hdd, but maybe it being on the system drive is bad
Oooof. Okay, Imma try. I thought since it's my fastest NVMe it'll be better XD
Thank you for this link, I'll definitely look into it.
Odds we can get AP rounds at some point? haven't found any and mutant armor values are insane. you kinda have to use shotguns and snipers for them
there are AP rounds in the game. They are described as such
use a mod to make them less tanky, they have huge amounts of hp
damn my luck must suck, i havent seen any
IIRC they aren't called AP themselves, they just have a description part saying they aren't "regular" but "armor piercing", if I get in game rn, I can take a screenshot for you so you know what to look for 🙂
would be nice. i gtg but hit me up with that @, thanks
Here's an example
@rain finch possible to pin this?
yup lmao.
snap, yeah, as far as I can see there are "armor-piercing" types for every weapon basically
it was worse than vanilla misery
nah you must have not played misery in years. they can oneshot you across the map.
I think he's talking about mutants
I was there when the ancient texts were written
you know the bridge and merc camp? yeah how about not even entering that damn bridge and already being shot at.
with 32kb/s download speeds
he mentioned anti aimbot so obviously NPC's and not mutants
yeah npcs
oh, I thought we were still on about AP rounds haha
mutants I hate cause no reward
nah. completelly different topic lmao
Anyone has directions to where the ammo/weapon actual stats are?
that as well...goddamn fleshes ganking you and you wasting 4 shots on each of them for nothing
please someone bring back skinning em...
gotta run like usain bolt
but I wanna be an Eastern European Rambo, moooooom 😭
LOL
Someone will probably do it. "Looting" mutant bodies is in the game already for quests so...
main quests?
nah probs modded sidequests
ah right
missed that
why the fuck they didnt implement it for everything then cmon. base is already laid out
There was a sidequest in Zalissya where you went out with a dude hunting wild dogs. Had to loot the doggos for a collar or something
I stopped questing so I can wait for hotfixes
pain
Yeah but I mean the system is there. They just didn't bother implemeting the rest
ikr? like the base is laid out. cmon...
jesus christ is the game undercooked
No way man. Cyberpunk 2077 was way better feature, design and system complete.
im talking release date... full blown crashes in areas, riding on the side of buildings, npc's were just there t-posing most of time, half of shit was unstable.
Yep, I am talking release date.
I think the devs wanted to make a movie, not a game
then you must have been retarded level of lucky if you didnt have these issues
It was shitshow for consoles for which I don't care. On PC I had two literal bugs that did not affect my enjoyment.
yup... insane levels of luck
Devs need to stop chasing ways to glaze and add more filling
yeah most likely
to be honest CP release was much better for me personally
and i had more fun in "broken" Cyberpunk than im having in S2
Holocure has way more features than stalker 2 
at least they were funny lol
imagine riding on the side of arasaka tower
to the sky we go
Cyberpunk2077 was amazing exprience on launch for me, I'd forgive it a lot of bugs if I encountered them. But Stalker 2 does not seem to offer anything beyond upgraded graphics.
did anyone figure out the memory leaks after some hours of play?
Thank you to all the modders, with just a couple mods I had a really fun time!! Especially thank you to @rain finch and @honest glade !
yea I find myself sprinting from location to location, there is nothing between, no stalkers, no mutants, barely any anomalies. They havent even added aLife to the game. It feels like all the other stalker games had more to them than s2
its there. just shit implementation
the game is boring....you are not even pulled into the story....in CP after first 1hr i wanted to play more and more
in S2 ....not really
that's what they claim, but people have datamined the game and found no offline alife portions
just spawn code
with alife name attached
you sure? it seems to me that NPCs just spawn in my vicinity, I havent seen a single patrol in the distance and the stalker spawns are always in 3
and no binoculars either
No night vision either
no activities
its such a disappoitment, it seems like they didnt even try, but hey at least we have super stuttery cinematic cutscenes sometimes
night vision isn't even hard to make
just do an overlay
and say it's a helmet upgrade
Hi, I was looking around mods in nexus and decided to give it a try myself with the editing. First time doing it so I suppose its going to be hard but im stuck before even starting. Whats the usmap? I can't find anything clear googling.
are you the chosen one to make a hunting mod

https://github.com/UE4SS-RE/RE-UE4SS can help you with a USMAP
is there a way to just reduce the UI size and not remove it?
You mean adding mutant parts?
yes
I'll take a look thanks
That sounds far from the starting point hahaha
Here's a powershell script that tells you what's inside .pak files of your mods https://pastebin.com/4R9YYS6m
You only need to change the paths
Might be useful for quickly checking for possible mod conflicts
You need to have this installed https://github.com/trumank/repak
ChatGPT made it so don't bash me if it's shit 
ah nah I meant the script 
oh ok
GPT can code. It codes like a drunk toddler, but I guess you can technically call it code
maybe when GSC releases the SDK in 2 years

seems like carry weight mods bug your game? I carry 20kg but I'm barely walking
anyone knows a fix?
drink hercules
Press X

Are you actually walking?
Lay off the sausage
The carry weight mods don't really fix thresholds because there's more happening than just the initial config afaik
@radiant ledge did reinstalling steam help
why does vanilla stalker 2 feel like skyrim with 200 mods

got sidetracked, will do it literally right now and check in a few...hopefully steam will find the game installed and won't ask me to check it for 15 minutes or some dumb shit
you can add games later
wdym? How will I launch it then?
as external
Will it ever be possible to make it so opening PDA/Inventory doesn't stop you dead anymore and let's you at least keep walking? The game stops for you but not for everything else in the background
does it work like that? O_O
yeah, but the game has steam drm checks, no?
yeah...goddamn it 🥲
integrity check
is there a way to modify uasset blueprints?
Pretty sure there's a way. But I've not found it yet. Currently testing static 3d models, skinned 3d models, and materials
i can see its parameters in fmodel, but cannot modify it :(
i wish it was as easy as just modifying the values in fmodel
How big should the usmap file be?
I recorded the issue with carry weight mods, maybe someone can help me fix it. im walking more or less, no matter what.
did you de-equip and equip again your armour?
Anybody had any luck in extending the spawn distance of npcs?
I've tried altering/packing a few files but nothing has stuck. The lack of alife wouldn't be so bad if the current system didn't spawn shit in your lap.
^yes
i changed the artifact to differ the carry weight as well
no the spawn distance has some conflicts with files we still don't have I think, we have been testing this and until now it hasn't worked
we either wait for GSC or someone magically figures something
is there a way to just reduce the UI size and not remove it?
